The Salt Flats Polygon Cracks texture is a meticulously AI-generated seamless salt flats polygon cracks pattern crafted to deliver exceptional realism and intricate detail in sand-soil environments. This tileable salt flats polygon cracks texture simulates the natural mineral composition typical of arid salt flat terrains, where fine soil grains bind with crystalline salt deposits to form distinctive polygonal crack formations. The base substrate features a porous yet compacted earth surface, reflecting the unique interaction between evaporated saline minerals and compacted soil layers. The surface finish mimics a weathered, slightly roughened texture characterized by subtle salt crystallization and natural erosion effects. These nuanced surface qualities are captured through carefully balanced pigment layers and mineral oxide deposits, conveying the authentic look of mineral-rich, cracked salt flats across expansive environments.
In PBR terms, the BaseColor (Albedo) map reveals muted off-white to light beige tones with natural variations caused by mineral discoloration and weathering, enhancing the material’s organic appearance. The Normal map accentuates the intricate polygonal crack relief and subtle undulations, adding depth and tactile detail. The Roughness channel reflects a matte, slightly granular finish that balances smooth salt crust areas with rough soil patches, while the Metallic map registers near-zero values, confirming the non-metallic nature of the surface. Ambient Occlusion enriches shadowing within crack crevices and depressions, emphasizing depth and contrast. The Height/Displacement map provides dimensionality to the otherwise flat surface, enabling realistic parallax effects and elevating the texture’s visual fidelity. Together, these maps ensure a consistent micro-detail quality that repeats flawlessly without visible seams or distortion across large terrain surfaces.
This AI texture salt flats polygon cracks set includes high-resolution maps up to 8K, optimized for seamless integration in Blender, Unreal Engine, and Unity workflows. To achieve the best results, maintaining consistent UV scaling is recommended to preserve texel density and prevent stretching of the tileable salt flats polygon cracks pattern. Adjusting the roughness map dynamically allows fine-tuning of surface reflectivity in various lighting conditions, while leveraging the height or displacement channels with parallax mapping can add convincing depth to otherwise flat sand-soil terrains. This seamless salt flats polygon cracks texture is ideal for environment artists and developers seeking production-ready, realistic sand-soil textures that bring natural mineral surfaces to life in 3D previews and real-time rendering applications.
How to Use These Seamless PBR Textures in Blender
This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.
What’s inside the download
*_albedo.png
— Base Color (sRGB)
*_normal.png
— Normal map (Non-Color)
*_roughness.png
— Roughness (Non-Color)
*_metallic.png
— Metallic (Non-Color)
*_ao.png
— Ambient Occlusion (Non-Color)
*_height.png
— Height / Displacement (Non-Color)
*_ORM.png
— Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)
Quick start (Node Wrangler, 30 seconds)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- Press Ctrl + Shift + T and select the maps
albedo, normal, roughness, metallic (skip height and ORM for now) → Open.
The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- Ambient Occlusion (AO):
- Add a MixRGB (or Mix Color) node in mode Multiply.
- Input A =
albedo
, Input B = ao
, Factor = 1.0.
- Output of Mix → Base Color of Principled (replaces the direct albedo connection).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.
Using the packed ORM
texture (optional)
Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- For scale/repeat, add Texture Coordinate (UV) → Mapping and plug it into all texture nodes.
Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.
Recommended starter values
- Normal Map Strength: 0.5–1.0
- Bump Strength: ~0.3
- Displacement Scale (Cycles): ~0.03
Common pitfalls
- Wrong Color Space (normals/roughness/etc. must be Non-Color).
- “Inverted” details → enable Invert Y on the Normal Map node.
- Over-strong relief → lower Displacement Scale or Bump Strength.
Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.
To add the downloaded texture, go to Add — Texture — Image Texture.

Add a node and click the Open button.

Select the required texture on your hard drive and connect Color to Base Color.
